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gpu-curtains

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gpu-curtains is a 3D WebGPU rendering engine. It can be used as a standalone 3D engine, but also includes extra classes focused on mapping 3d objects to DOM elements; It allows users to synchronize values such as position, sizing, or scale between them.

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import { constants } from '../utils/constants.mjs'; import { common } from '../utils/common.mjs'; import { toneMappingUtils } from '../utils/tone-mapping-utils.mjs'; import { getLightsInfos } from '../fragment/head/get-lights-infos.mjs'; import { REIndirectDiffuse } from '../fragment/head/RE-indirect-diffuse.mjs'; import { getLambertDirect } from '../fragment/head/get-lambert-direct.mjs'; import { getLambertShading } from '../fragment/body/get-lambert-shading.mjs'; import { applyToneMapping } from '../fragment/body/apply-tone-mapping.mjs'; const lambertUtils = ( /* wgsl */ ` ${constants} ${common} ${getLightsInfos} ${REIndirectDiffuse} ${toneMappingUtils} ` ); const getLambert = ({ addUtils = true, receiveShadows = false, toneMapping, useOcclusion = false } = {}) => ( /* wgsl */ ` ${addUtils ? lambertUtils : ""} ${getLambertDirect} fn getLambert( normal: vec3f, worldPosition: vec3f, color: vec4f, ${useOcclusion ? "occlusion: f32," : ""} ) -> vec4f { ${!useOcclusion ? "let occlusion: f32 = 1.0;" : ""} var outputColor: vec4f = color; ${getLambertShading({ receiveShadows })} outputColor = vec4(outgoingLight, outputColor.a); ${applyToneMapping({ toneMapping })} return outputColor; } ` ); export { getLambert, lambertUtils };